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Fixed Timestep Interpolation (2D)
Adds fixed timestep interpolation to the rendering server (2D only). Switchable on and off with a project setting (default is off). Co-authored-by: lawnjelly <lawnjelly@gmail.com>
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@@ -3219,6 +3219,9 @@ void RenderingServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("canvas_item_set_modulate", "item", "color"), &RenderingServer::canvas_item_set_modulate);
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ClassDB::bind_method(D_METHOD("canvas_item_set_self_modulate", "item", "color"), &RenderingServer::canvas_item_set_self_modulate);
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ClassDB::bind_method(D_METHOD("canvas_item_set_draw_behind_parent", "item", "enabled"), &RenderingServer::canvas_item_set_draw_behind_parent);
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ClassDB::bind_method(D_METHOD("canvas_item_set_interpolated", "item", "interpolated"), &RenderingServer::canvas_item_set_interpolated);
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ClassDB::bind_method(D_METHOD("canvas_item_reset_physics_interpolation", "item"), &RenderingServer::canvas_item_reset_physics_interpolation);
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ClassDB::bind_method(D_METHOD("canvas_item_transform_physics_interpolation", "item", "transform"), &RenderingServer::canvas_item_transform_physics_interpolation);
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/* Primitives */
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@@ -3302,6 +3305,9 @@ void RenderingServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_color", "light", "color"), &RenderingServer::canvas_light_set_shadow_color);
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ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_smooth", "light", "smooth"), &RenderingServer::canvas_light_set_shadow_smooth);
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ClassDB::bind_method(D_METHOD("canvas_light_set_blend_mode", "light", "mode"), &RenderingServer::canvas_light_set_blend_mode);
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ClassDB::bind_method(D_METHOD("canvas_light_set_interpolated", "light", "interpolated"), &RenderingServer::canvas_light_set_interpolated);
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ClassDB::bind_method(D_METHOD("canvas_light_reset_physics_interpolation", "light"), &RenderingServer::canvas_light_reset_physics_interpolation);
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ClassDB::bind_method(D_METHOD("canvas_light_transform_physics_interpolation", "light", "transform"), &RenderingServer::canvas_light_transform_physics_interpolation);
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BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_POINT);
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BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_DIRECTIONAL);
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@@ -3324,6 +3330,9 @@ void RenderingServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_as_sdf_collision", "occluder", "enable"), &RenderingServer::canvas_light_occluder_set_as_sdf_collision);
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ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_transform", "occluder", "transform"), &RenderingServer::canvas_light_occluder_set_transform);
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ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_light_mask", "occluder", "mask"), &RenderingServer::canvas_light_occluder_set_light_mask);
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ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_interpolated", "occluder", "interpolated"), &RenderingServer::canvas_light_occluder_set_interpolated);
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ClassDB::bind_method(D_METHOD("canvas_light_occluder_reset_physics_interpolation", "occluder"), &RenderingServer::canvas_light_occluder_reset_physics_interpolation);
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ClassDB::bind_method(D_METHOD("canvas_light_occluder_transform_physics_interpolation", "occluder", "transform"), &RenderingServer::canvas_light_occluder_transform_physics_interpolation);
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/* CANVAS LIGHT OCCLUDER POLYGON */
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